How can I get Sculptris textures to work in Blender?
For textures, there are more problems; the actual UV texture maps Scultptris makes are a cacophony of random shards that are stitched together only by the object mapping code Sculptris provides.

This is a problem for Blender, which expects textures to be a more unified 'wrapper' (as you know). 
The means, by using the above technique, your texture ceases to be a single smooth surface and instead shows its true form- disjointed shards.

I have two possible solutions;

1- tested and very successful- but a little work intensive.
In short, you flatten the (original) Sculptris model, take a screenshot and use photoshop to put the pieces together. 
You don't need to do much re-fitting to the UV map IF you specifically use 'squash' type modifiers that simultaneously flattens the object while spreading it out- often these coincidentally mostly fit the flattened UV map already, at least on simplified objects. It will require a bit of 'hiding' or temporarily deleting vertices so you can squash the surfaces to get some flat angles, so keep in mind as the complexity of the object increases, so does this conversion process. 

2- Untested.
It could be possible to bake the original's texture onto a lower poly 'fake' copy positioned over it, but I haven't tried it. If my theory is correct, this should essentially convert the half-pregnant Sculptris texture into a nice, flat Blender one, provided you made the necessary seams on the object to bake onto.

I should point out that at the end of production, you will want to have NO SCULPTRIS files, and everything converted into a Blender UV map, to be applied strictly to BLENDER objects.

I hope this helps, and good luck!